/* Embedded DSL for automated black-box testing of battle mechanics. * * To run all the tests use: * make check * To run specific tests, e.g. Spikes ones, use: * make check TESTS='Spikes' * To build a ROM (pokemerald-test.elf) that can be opened in mgba to * view specific tests, e.g. Spikes ones, use: * make pokeemerald-test.elf TESTS='Spikes' * * Manually testing a battle mechanic often follows this pattern: * 1. Create a party which can activate the mechanic. * 2. Start a battle and play a few turns which activate the mechanic. * 3. Look at the UI outputs to decide if the mechanic works. * * Automated testing follows the same pattern: * 1. Initialize the party in GIVEN. * 2. Play the turns in WHEN. * 3. Check the UI outputs in SCENE. * * As a concrete example, to manually test EFFECT_PARALYZE, e.g. the * effect of Stun Spore you might: * 1. Put a Wobbuffet that knows Stun Spore in your party. * 2. Battle a wild Wobbuffet. * 3. Use Stun Spore. * 4. Check that the Wobbuffet is paralyzed. * * This can be translated to an automated test as follows: * * ASSUMPTIONS * { * ASSUME(gBattleMoves[MOVE_STUN_SPORE].effect == EFFECT_PARALYZE); * } * * SINGLE_BATTLE_TEST("Stun Spore inflicts paralysis") * { * GIVEN { * PLAYER(SPECIES_WOBBUFFET); // 1. * OPPONENT(SPECIES_WOBBUFFET); // 2. * } WHEN { * TURN { MOVE(player, MOVE_STUN_SPORE); } // 3. * } SCENE { * ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player); * MESSAGE("Foe Wobbuffet is paralyzed! It may be unable to move!"); // 4 * STATUS_ICON(opponent, paralysis: TRUE); // 4. * } * } * * The ASSUMPTIONS block documents that Stun Spore has EFFECT_PARALYZE. * If Stun Spore did not have that effect it would cause the tests in * the file to be skipped. We write our tests like this so that hackers * can change the effects of moves without causing tests to fail. * * SINGLE_BATTLE_TEST defines the name of the test. Related tests should * start with the same prefix, e.g. Stun Spore tests should start with * "Stun Spore", this allows just the Stun Spore-related tests to be run * with: * make check TESTS='Stun Spore' * * GIVEN initializes the parties, PLAYER and OPPONENT add a Pokémon to * their respective parties. They can both accept a block which further * customizes the Pokémon's stats, moves, item, ability, etc. * * WHEN describes the turns, and TURN describes the choices made in a * single turn. MOVE causes the player to use Stun Spore and adds the * move to the Pokémon's moveset if an explicit Moves was not specified. * Pokémon that are not mentioned in a TURN use Celebrate. * The test runner rigs the RNG so that unless otherwise specified, * moves always hit, never critical hit, always activate their secondary * effects, and always roll the same damage modifier. * * SCENE describes the player-visible output of the battle. In this case * ANIMATION checks that the Stun Spore animation played, MESSAGE checks * the paralysis message was shown, and STATUS_ICON checks that the * opponent's HP bar shows a PRZ icon. * * As a second example, to manually test that Stun Spore does not effect * Grass-types you might: * 1. Put a Wobbuffet that knows Stun Spore in your party. * 2. Battle a wild Oddish. * 3. Use Stun Spore. * 4. Check that the move animation does not play. * 5. Check that a "It doesn't affect Foe Oddish…" message is shown. * * This can again be translated as follows: * * SINGLE_BATTLE_TEST("Stun Spore does not affect Grass-types") * { * GIVEN { * ASSUME(gBattleMoves[MOVE_STUN_SPORE].flags & FLAG_POWDER); * ASSUME(gSpeciesInfo[SPECIES_ODDISH].types[0] == TYPE_GRASS); * PLAYER(SPECIES_ODDISH); // 1. * OPPONENT(SPECIES_ODDISH); // 2. * } WHEN { * TURN { MOVE(player, MOVE_STUN_SPORE); } // 3. * } SCENE { * NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player); // 4. * MESSAGE("It doesn't affect Foe Oddish…"); // 5. * } * } * * The ASSUMEs are documenting the reasons why Stun Spore does not * affect Oddish, namely that Stun Spore is a powder move, and Oddish * is a Grass-type. These ASSUMEs function similarly to the ones in * ASSUMPTIONS but apply only to the one test. * * NOT inverts the meaning of a SCENE check, so applying it to ANIMATION * requires that the Stun Spore animation does not play. MESSAGE checks * that the message was shown. The checks in SCENE are ordered, so * together this says "The doesn't affect message is shown, and the Stun * Spore animation does not play at any time before that". Normally you * would only test one or the other, or even better, just * NOT STATUS_ICON(opponent, paralysis: TRUE); to say that Oddish was * not paralyzed without specifying the exact outputs which led to that. * * As a final example, to test that Meditate works you might: * 1. Put a Wobbuffet that knows Meditate and Tackle in your party. * 2. Battle a wild Wobbuffet. * 3. Use Tackle and note the amount the HP bar reduced. * 4. Battle a wild Wobbuffet. * 5. Use Meditate and that the stat change animation and message play. * 6. Use Tackle and check that the HP bar reduced by more than in 3. * * This can be translated to an automated test as follows: * * SINGLE_BATTLE_TEST("Meditate raises Attack", s16 damage) * { * bool32 raiseAttack; * PARAMETRIZE { raiseAttack = FALSE; } * PARAMETRIZE { raiseAttack = TRUE; } * GIVEN { * ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL); * PLAYER(SPECIES_WOBBUFFET); * OPPONENT(SPECIES_WOBBUFFET); * } WHEN { * if (raiseAttack) TURN { MOVE(player, MOVE_MEDITATE); } // 5. * TURN { MOVE(player, MOVE_TACKLE); } // 3 & 6. * } SCENE { * if (raiseAttack) { * ANIMATION(ANIM_TYPE_MOVE, MOVE_MEDITATE, player); * ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); // 5. * MESSAGE("Wobbuffet's attack rose!"); // 5. * } * ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); * HP_BAR(opponent, captureDamage: &results[i].damage); // 3 & 6. * } FINALLY { * EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); // 6. * } * } * * PARAMETRIZE causes a test to run multiple times, once per PARAMETRIZE * block (e.g. once with raiseAttack = FALSE and once with raiseAttack = * TRUE). * HP_BAR's captureDamage causes the change in HP to be stored in a * variable, and the variable chosen is results[i].damage. results[i] * contains all the variables defined at the end of SINGLE_BATTLE_TEST, * i is the current PARAMETRIZE index. * FINALLY runs after the last parameter has finished, and uses * EXPECT_MUL_EQ to check that the second battle deals 1.5× the damage * of the first battle (with a small tolerance to account for rounding). * * You might notice that all the tests check the outputs the player * could see rather than the internal battle state. e.g. the Meditate test * could have used gBattleMons[B_POSITION_OPPONENT_LEFT].hp instead of * using HP_BAR to capture the damage. This is a deliberate choice, by * checking what the player can observe the tests are more robust to * refactoring, e.g. if gBattleMons got moved into gBattleStruct then * any test that used it would need to be updated. * * REFERENCE * ========= * * ASSUME(cond) * Causes the test to be skipped if cond is false. Used to document any * prerequisites of the test, e.g. to test Burn reducing the Attack of a * Pokémon we can observe the damage of a physical attack with and * without the burn. To document that this test assumes the attack is * physical we can use: * ASSUME(gBattleMoves[MOVE_WHATEVER].split == SPLIT_PHYSICAL); * * ASSUMPTIONS * Should be placed immediately after any #includes and contain any * ASSUMEs which should apply to the whole file, e.g. to test * EFFECT_POISON_HIT we need to choose a move with that effect, if * we chose to use Poison Sting in every test then the top of * move_effect_poison_hit.c should be: * ASSUMPTIONS * { * ASSUME(gBattleMoves[MOVE_POISON_STING].effect == EFFECT_POISON_HIT); * } * * SINGLE_BATTLE_TEST(name, results...) and DOUBLE_BATTLE_TEST(name, results...) * Define single- and double- battles. The names should start with the * name of the mechanic being tested so that it is easier to run all the * related tests. results contains variable declarations to be placed * into the results array which is available in PARAMETRIZEd tests. * The main differences for doubles are: * - Move targets sometimes need to be explicit. * - Instead of player and opponent there is playerLeft, playerRight, * opponentLeft, and opponentRight. * * KNOWN_FAILING * Marks a test as not passing due to a bug. If there is an issue number * associated with the bug it should be included in a comment. If the * test passes the developer will be notified to remove KNOWN_FAILING. * For example: * SINGLE_BATTLE_TEST("Jump Kick has no recoil if no target") * { * KNOWN_FAILING; // #2596. * * PARAMETRIZE * Runs a test multiple times. i will be set to which parameter is * running, and results will contain an entry for each parameter, e.g.: * SINGLE_BATTLE_TEST("Blaze boosts Fire-type moves in a pinch", s16 damage) * { * u16 hp; * PARAMETRIZE { hp = 99; } * PARAMETRIZE { hp = 33; } * GIVEN { * ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE); * PLAYER(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); MaxHP(99); HP(hp); } * OPPONENT(SPECIES_WOBBUFFET); * } WHEN { * TURN { MOVE(player, MOVE_EMBER); } * } SCENE { * HP_BAR(opponent, captureDamage: &results[i].damage); * } FINALLY { * EXPECT(results[1].damage > results[0].damage); * } * } * * PASSES_RANDOMLY(successes, trials, [tag]) * Checks that the test passes successes/trials. If tag is provided, the * test is run for each value that the tag can produce. For example, to * check that Paralysis causes the turn to be skipped 25/100 times, we * can write the following test that passes only if the Pokémon is fully * paralyzed and specify that we expect it to pass 25/100 times when * RNG_PARALYSIS varies: * SINGLE_BATTLE_TEST("Paralysis has a 25% chance of skipping the turn") * { * PASSES_RANDOMLY(25, 100, RNG_PARALYSIS); * GIVEN { * PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_PARALYSIS); } * OPPONENT(SPECIES_WOBBUFFET); * } WHEN { * TURN { MOVE(player, MOVE_CELEBRATE); } * } SCENE { * MESSAGE("Wobbuffet is paralyzed! It can't move!"); * } * } * All BattleRandom calls involving tag will return the same number, so * this cannot be used to have two moves independently hit or miss, for * example. * * If the tag is not provided, runs the test 50 times and computes an * approximate pass ratio. * PASSES_RANDOMLY(gBattleMoves[move].accuracy, 100); * Note that this mode of PASSES_RANDOMLY makes the tests run very * slowly and should be avoided where possible. If the mechanic you are * testing is missing its tag, you should add it. * * GIVEN * Contains the initial state of the parties before the battle. * * RNGSeed(seed) * Explicitly sets the RNG seed. Try to avoid using this because it is a * very fragile tool. * Example: * GIVEN { * RNGSeed(0xC0DEIDEA); * * PLAYER(species) and OPPONENT(species) * Adds the species to the player's or opponent's party respectively. * The Pokémon can be further customized with the following functions: * - Gender(MON_MALE | MON_FEMALE) * - Nature(nature) * - Ability(ability) * - Level(level) * - MaxHP(n), HP(n), Attack(n), Defense(n), SpAttack(n), SpDefense(n) * - Speed(n) * - Item(item) * - Moves(moves...) * - Friendship(friendship) * - Status1(status1) * For example to create a Wobbuffet that is poisoned: * PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } * Note if Speed is specified for any Pokémon then it must be specified * for all Pokémon. * Note if Moves is specified then MOVE will not automatically add moves * to the moveset. * * WHEN * Contains the choices that battlers make during the battle. * * TURN * Groups the choices made by the battlers on a single turn. If Speeds * have not been explicitly specified then the order of the MOVEs in the * TURN will be used to infer the Speeds of the Pokémon, e.g.: * // player's speed will be greater than opponent's speed. * TURN { MOVE(player, MOVE_SPLASH); MOVE(opponent, MOVE_SPLASH); } * // opponent's speed will be greater than player's speed. * TURN { MOVE(opponent, MOVE_SPLASH); MOVE(player, MOVE_SPLASH); } * The inference process is naive, if your test contains anything that * modifies the speed of a battler you should specify them explicitly. * * MOVE(battler, move | moveSlot:, [megaEvolve:], [hit:], [criticalHit:], [target:], [allowed:], [WITH_RNG(tag, value]) * Used when the battler chooses Fight. Either the move ID or move slot * must be specified. megaEvolve: TRUE causes the battler to Mega Evolve * if able, hit: FALSE causes the move to miss, criticalHit: TRUE causes * the move to land a critical hit, target: is used in double battles to * choose the target (when necessary), and allowed: FALSE is used to * reject an illegal move e.g. a Disabled one. WITH_RNG allows the move * to specify an explicit outcome for an RNG tag. * MOVE(playerLeft, MOVE_TACKLE, target: opponentRight); * If the battler does not have an explicit Moves specified the moveset * will be populated based on the MOVEs it uses. * * FORCED_MOVE(battler) * Used when the battler chooses Fight and then their move is chosen for * them, e.g. when affected by Encore. * FORCED_MOVE(player); * * SWITCH(battler, partyIndex) * Used when the battler chooses Switch. * SWITCH(player, 1); * * SKIP_TURN(battler) * Used when the battler cannot choose an action, e.g. when locked into * Thrash. * SKIP_TURN(player); * * SEND_OUT(battler, partyIndex) * Used when the battler chooses to switch to another Pokémon but not * via Switch, e.g. after fainting or due to a U-turn. * SEND_OUT(player, 1); * * USE_ITEM(battler, itemId, [partyIndex:], [move:]) * Used when the battler chooses to use an item from the Bag. The item * ID must be specified, and party index and move slot if applicable, e.g: * USE_ITEM(player, ITEM_X_ATTACK); * USE_ITEM(player, ITEM_POTION, partyIndex: 0); * USE_ITEM(player, ITEM_LEPPA_BERRY, partyIndex: 0, move: MOVE_TACKLE); * * SCENE * Contains an abridged description of the UI during the THEN. The order * of the description must match too, e.g. * // ABILITY_POPUP followed by a MESSAGE * ABILITY_POPUP(player, ABILITY_STURDY); * MESSAGE("Geodude was protected by Sturdy!"); * * ABILITY_POPUP(battler, [ability]) * Causes the test to fail if the battler's ability pop-up is not shown. * If specified, ability is the ability shown in the pop-up. * ABILITY_POPUP(opponent, ABILITY_MOLD_BREAKER); * * ANIMATION(type, animId, [battler], [target:]) * Causes the test to fail if the animation does not play. A common use * of this command is to check if a move was successful, e.g.: * ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); * target can only be specified for ANIM_TYPE_MOVE. * * HP_BAR(battler, [damage: | hp: | captureDamage: | captureHP:]) * If hp: or damage: are used, causes the test to fail if that amount of * damage is not dealt, e.g.: * HP_BAR(player, hp: 0); * If captureDamage: or captureHP: are used, causes the test to fail if * the HP bar does not change, and then writes that change to the * pointer, e.g.: * s16 damage; * HP_BAR(player, captureDamage: &damage); * If none of the above are used, causes the test to fail if the HP * changes at all. * * MESSAGE(pattern) * Causes the test to fail if the message in pattern is not displayed. * Spaces in pattern match newlines (\n, \l, and \p) in the message. * Often used to check that a battler took its turn but it failed, e.g.: * MESSAGE("Wobbuffet used Dream Eater!"); * MESSAGE("Foe Wobbuffet wasn't affected!"); * * STATUS_ICON(battler, status1 | none: | sleep: | poison: | burn: | freeze: | paralysis:, badPoison:) * Causes the test to fail if the battler's status is not changed to the * specified status. * STATUS_ICON(player, badPoison: TRUE); * If the expected status icon is parametrized the corresponding STATUS1 * constant can be provided, e.g.: * u32 status1; * PARAMETRIZE { status1 = STATUS1_NONE; } * PARAMETRIZE { status1 = STATUS1_BURN; } * ... * STATUS_ICON(player, status1); * * NOT * Causes the test to fail if the SCENE command succeeds before the * following command succeeds. * // Our Wobbuffet does not Celebrate before the foe's. * NOT MESSAGE("Wobbuffet used Celebrate!"); * MESSAGE("Foe Wobbuffet used Celebrate!"); * WARNING: NOT is an alias of NONE_OF, so it behaves surprisingly when * applied to multiple commands wrapped in braces. * * ONE_OF * Causes the test to fail unless one of the SCENE commands succeeds. * ONE_OF { * MESSAGE("Wobbuffet used Celebrate!"); * MESSAGE("Wobbuffet is paralyzed! It can't move!"); * } * * NONE_OF * Causes the test to fail if one of the SCENE commands succeeds before * the command after the NONE_OF succeeds. * // Our Wobbuffet does not move before the foe's. * NONE_OF { * MESSAGE("Wobbuffet used Celebrate!"); * MESSAGE("Wobbuffet is paralyzed! It can't move!"); * } * MESSAGE("Foe Wobbuffet used Celebrate!"); * * PLAYER_PARTY and OPPONENT_PARTY * Refer to the party members defined in GIVEN, e.g.: * s32 maxHP = GetMonData(&OPPONENT_PARTY[0], MON_DATA_MAX_HP); * HP_BAR(opponent, damage: maxHP / 2); * * THEN * Contains code to run after the battle has finished. If the test is * PARAMETRIZEd then EXPECTs between the results should go here. Is also * occasionally used to check the internal battle state when checking * the behavior via a SCENE is too difficult, verbose, or error-prone. * * FINALLY * Contains checks to run after all PARAMETERIZEs have run. Prefer to * write your checks in THEN where possible, because a failure in THEN * will be tagged with which parameter it corresponds to. * * EXPECT(cond) * Causes the test to fail if cond is false. * * EXPECT_EQ(a, b), EXPECT_NE(a, b), EXPECT_LT(a, b), EXPECT_LE(a, b), EXPECT_GT(a, b), EXPECT_GE(a, b) * Causes the test to fail if a and b compare incorrectly, e.g. * EXPECT_EQ(results[0].damage, results[1].damage); * * EXPECT_MUL_EQ(a, m, b) * Causes the test to fail if a*m != b (within a threshold), e.g. * // Expect results[0].damage * 1.5 == results[1].damage. * EXPECT_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); */ #ifndef GUARD_TEST_BATTLE_H #define GUARD_TEST_BATTLE_H #include "battle.h" #include "battle_anim.h" #include "data.h" #include "item.h" #include "random.h" #include "recorded_battle.h" #include "test.h" #include "util.h" #include "constants/abilities.h" #include "constants/battle_anim.h" #include "constants/battle_move_effects.h" #include "constants/hold_effects.h" #include "constants/items.h" #include "constants/moves.h" #include "constants/species.h" // NOTE: If the stack is too small the test runner will probably crash // or loop. #define BATTLE_TEST_STACK_SIZE 1024 #define MAX_TURNS 16 #define MAX_QUEUED_EVENTS 25 enum { BATTLE_TEST_SINGLES, BATTLE_TEST_DOUBLES }; typedef void (*SingleBattleTestFunction)(void *, u32, struct BattlePokemon *, struct BattlePokemon *); typedef void (*DoubleBattleTestFunction)(void *, u32, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *); struct BattleTest { u8 type; u16 sourceLine; union { SingleBattleTestFunction singles; DoubleBattleTestFunction doubles; } function; size_t resultsSize; }; enum { QUEUED_ABILITY_POPUP_EVENT, QUEUED_ANIMATION_EVENT, QUEUED_HP_EVENT, QUEUED_MESSAGE_EVENT, QUEUED_STATUS_EVENT, }; struct QueuedAbilityEvent { u8 battlerId; u16 ability; }; struct QueuedAnimationEvent { u8 type; u16 id; u8 attacker:4; u8 target:4; }; enum { HP_EVENT_NEW_HP, HP_EVENT_DELTA_HP }; struct QueuedHPEvent { u32 battlerId:3; u32 type:1; u32 address:28; }; struct QueuedMessageEvent { const u8 *pattern; }; struct QueuedStatusEvent { u32 battlerId:3; u32 mask:8; u32 unused_01:21; }; struct QueuedEvent { u8 type; u8 sourceLineOffset; u8 groupType:2; u8 groupSize:6; union { struct QueuedAbilityEvent ability; struct QueuedAnimationEvent animation; struct QueuedHPEvent hp; struct QueuedMessageEvent message; struct QueuedStatusEvent status; } as; }; struct TurnRNG { u16 tag; u16 value; }; struct BattlerTurn { u8 hit:2; u8 criticalHit:2; u8 secondaryEffect:2; struct TurnRNG rng; }; struct BattleTestData { u8 stack[BATTLE_TEST_STACK_SIZE]; u8 playerPartySize; u8 opponentPartySize; u8 explicitMoves[NUM_BATTLE_SIDES]; bool8 hasExplicitSpeeds; u8 explicitSpeeds[NUM_BATTLE_SIDES]; u16 slowerThan[NUM_BATTLE_SIDES][PARTY_SIZE]; u8 currentSide; u8 currentPartyIndex; struct Pokemon *currentMon; u8 gender; u8 nature; u8 currentMonIndexes[MAX_BATTLERS_COUNT]; u8 turnState; u8 turns; u8 actionBattlers; u8 moveBattlers; struct RecordedBattleSave recordedBattle; u8 battleRecordTypes[MAX_BATTLERS_COUNT][BATTLER_RECORD_SIZE]; u8 battleRecordSourceLineOffsets[MAX_BATTLERS_COUNT][BATTLER_RECORD_SIZE]; u16 recordIndexes[MAX_BATTLERS_COUNT]; struct BattlerTurn battleRecordTurns[MAX_TURNS][MAX_BATTLERS_COUNT]; u8 lastActionTurn; u8 queuedEventsCount; u8 queueGroupType; u8 queueGroupStart; u8 queuedEvent; struct QueuedEvent queuedEvents[MAX_QUEUED_EVENTS]; }; struct BattleTestRunnerState { u8 battlersCount; u8 parametersCount; // Valid only in BattleTest_Setup. u8 parameters; u8 runParameter; u16 rngTag; u8 trials; u8 runTrial; u16 expectedRatio; u16 observedRatio; u16 trialRatio; bool8 runRandomly:1; bool8 runGiven:1; bool8 runWhen:1; bool8 runScene:1; bool8 runThen:1; bool8 runFinally:1; bool8 runningFinally:1; struct BattleTestData data; u8 *results; u8 checkProgressParameter; u8 checkProgressTrial; u8 checkProgressTurn; }; extern const struct TestRunner gBattleTestRunner; extern struct BattleTestRunnerState *gBattleTestRunnerState; #define MEMBERS(...) VARARG_8(MEMBERS_, __VA_ARGS__) #define MEMBERS_0() #define MEMBERS_1(a) a; #define MEMBERS_2(a, b) a; b; #define MEMBERS_3(a, b, c) a; b; c; #define MEMBERS_4(a, b, c, d) a; b; c; d; #define MEMBERS_5(a, b, c, d, e) a; b; c; d; e; #define MEMBERS_6(a, b, c, d, e, f) a; b; c; d; e; f; #define MEMBERS_7(a, b, c, d, e, f, g) a; b; c; d; e; f; g; #define MEMBERS_8(a, b, c, d, e, f, g, h) a; b; c; d; e; f; g; h; #define APPEND_TRUE(...) VARARG_8(APPEND_TRUE_, __VA_ARGS__) #define APPEND_TRUE_0() #define APPEND_TRUE_1(a) a, TRUE #define APPEND_TRUE_2(a, b) a, TRUE, b, TRUE #define APPEND_TRUE_3(a, b, c) a, TRUE, b, TRUE, c, TRUE #define APPEND_TRUE_4(a, b, c, d) a, TRUE, b, TRUE, c, TRUE, d, TRUE #define APPEND_TRUE_5(a, b, c, d, e) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE #define APPEND_TRUE_6(a, b, c, d, e, f) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE #define APPEND_TRUE_7(a, b, c, d, e, f, g) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE #define APPEND_TRUE_8(a, b, c, d, e, f, g, h) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE, h, TRUE /* Test */ #define TO_DO_BATTLE_TEST(_name) \ SINGLE_BATTLE_TEST("TODO: " _name) \ { \ TO_DO; \ GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } \ WHEN { TURN { } } \ THEN { EXPECT_TO_DO; } \ } #define SINGLE_BATTLE_TEST(_name, ...) \ struct CAT(Result, __LINE__) { MEMBERS(__VA_ARGS__) }; \ static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, u32, struct BattlePokemon *, struct BattlePokemon *); \ __attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \ { \ .name = _name, \ .filename = __FILE__, \ .runner = &gBattleTestRunner, \ .data = (void *)&(const struct BattleTest) \ { \ .type = BATTLE_TEST_SINGLES, \ .sourceLine = __LINE__, \ .function = { .singles = (SingleBattleTestFunction)CAT(Test, __LINE__) }, \ .resultsSize = sizeof(struct CAT(Result, __LINE__)), \ }, \ }; \ static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *results, u32 i, struct BattlePokemon *player, struct BattlePokemon *opponent) #define DOUBLE_BATTLE_TEST(_name, ...) \ struct CAT(Result, __LINE__) { MEMBERS(__VA_ARGS__) }; \ static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, u32, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *); \ __attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \ { \ .name = _name, \ .filename = __FILE__, \ .runner = &gBattleTestRunner, \ .data = (void *)&(const struct BattleTest) \ { \ .type = BATTLE_TEST_DOUBLES, \ .sourceLine = __LINE__, \ .function = { .doubles = (DoubleBattleTestFunction)CAT(Test, __LINE__) }, \ .resultsSize = sizeof(struct CAT(Result, __LINE__)), \ }, \ }; \ static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *results, u32 i, struct BattlePokemon *playerLeft, struct BattlePokemon *opponentLeft, struct BattlePokemon *playerRight, struct BattlePokemon *opponentRight) /* Parametrize */ #undef PARAMETRIZE // Override test/test.h's implementation. #define PARAMETRIZE if (gBattleTestRunnerState->parametersCount++ == i) /* Randomly */ #define PASSES_RANDOMLY(passes, trials, ...) for (; gBattleTestRunnerState->runRandomly; gBattleTestRunnerState->runRandomly = FALSE) Randomly(__LINE__, passes, trials, (struct RandomlyContext) { __VA_ARGS__ }) struct RandomlyContext { u16 tag; }; void Randomly(u32 sourceLine, u32 passes, u32 trials, struct RandomlyContext); /* Given */ #define GIVEN for (; gBattleTestRunnerState->runGiven; gBattleTestRunnerState->runGiven = FALSE) #define RNGSeed(seed) RNGSeed_(__LINE__, seed) #define PLAYER(species) for (OpenPokemon(__LINE__, B_SIDE_PLAYER, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__)) #define OPPONENT(species) for (OpenPokemon(__LINE__, B_SIDE_OPPONENT, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__)) #define Gender(gender) Gender_(__LINE__, gender) #define Nature(nature) Nature_(__LINE__, nature) #define Ability(ability) Ability_(__LINE__, ability) #define Level(level) Level_(__LINE__, level) #define MaxHP(maxHP) MaxHP_(__LINE__, maxHP) #define HP(hp) HP_(__LINE__, hp) #define Attack(attack) Attack_(__LINE__, attack) #define Defense(defense) Defense_(__LINE__, defense) #define SpAttack(spAttack) SpAttack_(__LINE__, spAttack) #define SpDefense(spDefense) SpDefense_(__LINE__, spDefense) #define Speed(speed) Speed_(__LINE__, speed) #define Item(item) Item_(__LINE__, item) #define Moves(move1, ...) Moves_(__LINE__, (const u16 [MAX_MON_MOVES]) { move1, __VA_ARGS__ }) #define Friendship(friendship) Friendship_(__LINE__, friendship) #define Status1(status1) Status1_(__LINE__, status1) void OpenPokemon(u32 sourceLine, u32 side, u32 species); void ClosePokemon(u32 sourceLine); void RNGSeed_(u32 sourceLine, u32 seed); void Gender_(u32 sourceLine, u32 gender); void Nature_(u32 sourceLine, u32 nature); void Ability_(u32 sourceLine, u32 ability); void Level_(u32 sourceLine, u32 level); void MaxHP_(u32 sourceLine, u32 maxHP); void HP_(u32 sourceLine, u32 hp); void Attack_(u32 sourceLine, u32 attack); void Defense_(u32 sourceLine, u32 defense); void SpAttack_(u32 sourceLine, u32 spAttack); void SpDefense_(u32 sourceLine, u32 spDefense); void Speed_(u32 sourceLine, u32 speed); void Item_(u32 sourceLine, u32 item); void Moves_(u32 sourceLine, const u16 moves[MAX_MON_MOVES]); void Friendship_(u32 sourceLine, u32 friendship); void Status1_(u32 sourceLine, u32 status1); #define PLAYER_PARTY (gBattleTestRunnerState->data.recordedBattle.playerParty) #define OPPONENT_PARTY (gBattleTestRunnerState->data.recordedBattle.opponentParty) /* When */ #define WHEN for (; gBattleTestRunnerState->runWhen; gBattleTestRunnerState->runWhen = FALSE) enum { TURN_CLOSED, TURN_OPEN, TURN_CLOSING }; #define TURN for (OpenTurn(__LINE__); gBattleTestRunnerState->data.turnState == TURN_OPEN; CloseTurn(__LINE__)) #define MOVE(battler, ...) Move(__LINE__, battler, (struct MoveContext) { APPEND_TRUE(__VA_ARGS__) }) #define FORCED_MOVE(battler) ForcedMove(__LINE__, battler) #define SWITCH(battler, partyIndex) Switch(__LINE__, battler, partyIndex) #define SKIP_TURN(battler) SkipTurn(__LINE__, battler) #define SEND_OUT(battler, partyIndex) SendOut(__LINE__, battler, partyIndex) #define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { APPEND_TRUE(__VA_ARGS__) }) #define WITH_RNG(tag, value) rng: ((struct TurnRNG) { tag, value }) struct MoveContext { u16 move; u16 explicitMove:1; u16 moveSlot:2; u16 explicitMoveSlot:1; u16 hit:1; u16 explicitHit:1; u16 criticalHit:1; u16 explicitCriticalHit:1; u16 secondaryEffect:1; u16 explicitSecondaryEffect:1; u16 megaEvolve:1; u16 explicitMegaEvolve:1; // TODO: u8 zMove:1; u16 allowed:1; u16 explicitAllowed:1; struct BattlePokemon *target; bool8 explicitTarget; struct TurnRNG rng; bool8 explicitRNG; }; struct ItemContext { u16 itemId; u16 explicitItemId:1; u16 partyIndex; u16 explicitPartyIndex:1; u16 move; u16 explicitMove:1; }; void OpenTurn(u32 sourceLine); void CloseTurn(u32 sourceLine); void Move(u32 sourceLine, struct BattlePokemon *, struct MoveContext); void ForcedMove(u32 sourceLine, struct BattlePokemon *); void Switch(u32 sourceLine, struct BattlePokemon *, u32 partyIndex); void SkipTurn(u32 sourceLine, struct BattlePokemon *); void UseItem(u32 sourceLine, struct BattlePokemon *, struct ItemContext); void SendOut(u32 sourceLine, struct BattlePokemon *, u32 partyIndex); /* Scene */ #define SCENE for (; gBattleTestRunnerState->runScene; gBattleTestRunnerState->runScene = FALSE) #define ONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_ONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__)) #define NONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_NONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__)) #define NOT NONE_OF #define ABILITY_POPUP(battler, ...) QueueAbility(__LINE__, battler, (struct AbilityEventContext) { __VA_ARGS__ }) #define ANIMATION(type, id, ...) QueueAnimation(__LINE__, type, id, (struct AnimationEventContext) { __VA_ARGS__ }) #define HP_BAR(battler, ...) QueueHP(__LINE__, battler, (struct HPEventContext) { APPEND_TRUE(__VA_ARGS__) }) #define MESSAGE(pattern) QueueMessage(__LINE__, (const u8 []) _(pattern)) #define STATUS_ICON(battler, status) QueueStatus(__LINE__, battler, (struct StatusEventContext) { status }) enum QueueGroupType { QUEUE_GROUP_NONE, QUEUE_GROUP_ONE_OF, QUEUE_GROUP_NONE_OF, }; struct AbilityEventContext { u16 ability; }; struct AnimationEventContext { struct BattlePokemon *attacker; struct BattlePokemon *target; }; struct HPEventContext { u8 _; u16 hp; bool8 explicitHP; s16 damage; bool8 explicitDamage; u16 *captureHP; bool8 explicitCaptureHP; s16 *captureDamage; bool8 explicitCaptureDamage; }; struct StatusEventContext { u8 status1; bool8 none:1; bool8 sleep:1; bool8 poison:1; bool8 burn:1; bool8 freeze:1; bool8 paralysis:1; bool8 badPoison:1; }; void OpenQueueGroup(u32 sourceLine, enum QueueGroupType); void CloseQueueGroup(u32 sourceLine); void QueueAbility(u32 sourceLine, struct BattlePokemon *battler, struct AbilityEventContext); void QueueAnimation(u32 sourceLine, u32 type, u32 id, struct AnimationEventContext); void QueueHP(u32 sourceLine, struct BattlePokemon *battler, struct HPEventContext); void QueueMessage(u32 sourceLine, const u8 *pattern); void QueueStatus(u32 sourceLine, struct BattlePokemon *battler, struct StatusEventContext); /* Then */ #define THEN for (; gBattleTestRunnerState->runThen; gBattleTestRunnerState->runThen = FALSE) /* Finally */ #define FINALLY for (; gBattleTestRunnerState->runFinally; gBattleTestRunnerState->runFinally = FALSE) if ((gBattleTestRunnerState->runningFinally = TRUE)) /* Expect */ #define EXPECT_MUL_EQ(a, m, b) \ do \ { \ s32 _a = (a), _m = (m), _b = (b); \ s32 _am = Q_4_12_TO_INT(_a * _m); \ s32 _t = Q_4_12_TO_INT(abs(_m) + Q_4_12_ROUND); \ if (abs(_am-_b) > _t) \ Test_ExitWithResult(TEST_RESULT_FAIL, "%s:%d: EXPECT_MUL_EQ(%d, %q, %d) failed: %d not in [%d..%d]", gTestRunnerState.test->filename, __LINE__, _a, _m, _b, _am, _b-_t, _b+_t); \ } while (0) #endif